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  1. #11
    Player
    Phenidate's Avatar
    Join Date
    Apr 2011
    Location
    Windurst
    Posts
    344
    Character
    Autumn Lovelace
    World
    Sargatanas
    Main Class
    Conjurer Lv 80
    Quote Originally Posted by Sylve View Post
    Servers don't crash when they're storing too much data, they crash when we're effectively DDoSing the servers everytime i we call up a retainer.
    My point was to put a sense of scale of the data that would be moved around. So say we're using an outrageous .8KB of data for our bags. Just looking at our bags, and assuming that the server has to tell us every. single. time. we open our bag whats in it anew.

    Well first off, I seriously doubt there's 500k players on Sargantas. Is there 500k players playing right now on Hyperion? No. A couple thousand may be on right now.

    In addition, I don't think all thousands of players are all opening their bags and closing and opening them all the time are they? I'm pretty sure they're doing other things like fighting and questing and idling in idleshire doing the manderville.

    Here's a fun thing: Lets say we hash the inventory. So we now have a number unique to the items in our bags and the order it's in. There's so many ways to do it so pick any one, it's really quite fast to do - computers are great at computing math.
    My client saves the inventory info sent by the server - caching it if you will - client and server then generate a hash and check it against each other to make sure that the inventory I've got is the RIGHT inventory. Guess what? That hash number is frickin' tiny. You can fit it in a packet easy.

    Now every time I open my bag, I load up my items from the client side, send just the hash to the server and query "hey does this match up with what you've got Mr. Server? If not then tell me what it should be" and we can take it from there.
    (14)
    Last edited by Phenidate; 07-11-2015 at 07:58 AM. Reason: fixed typos